using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Xml.Linq;

namespace tranquility
{
    enum Screen
    {
        StartScreen,
        GameMode
    }

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        StartScreen startScreen;
        GameMode gameMode;
        Screen activeScreen;

        GraphicsDeviceManager graphics;
        public SpriteBatch SpriteBatch { get; set; }
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";


            //System.IO.Stream stream = TitleContainer.OpenStream("Content\\walls.xml");
            //XDocument doc = XDocument.Load(stream);
            //walls = XmlReader(doc);
            

            RedLens = new RedLens(this);
            GreenLens = new GreenLens(this);
            BlueLens = new BlueLens(this);
            Player = new Player(this,new Vector3(1,0,-4),new Vector3(1,1,1),1,270);
            bat = new Bat(this, new Vector3(500,300,0), new Vector3(0.3f,1,0), SpriteBatch);
            Components.Add(new Coin(this)
            {
                Position = Vector3.Zero
            });
            Components.Add(Player);
            Components.Add(RedLens);
            Components.Add(GreenLens);
            Components.Add(BlueLens);
            //Components.Add(new Level01(this));
            //foreach (Wall wall in walls)
            //{
            //    Components.Add(wall);
            //}
            //Components.Add(new Wall(this, Vector3.Zero, new Vector3(2,1,0.5f)));
            
            Components.Add(new HUD(this));

            Components.Add(bat);
            Components.Add(new Sounds(this));
        }
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            SpriteBatch = new SpriteBatch(GraphicsDevice);
            startScreen = new StartScreen(this, this.SpriteBatch);
            activeScreen = Screen.StartScreen;
            base.LoadContent();

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            switch (activeScreen)
            {
                case Screen.StartScreen:
                    if (startScreen != null)
                        startScreen.Update(gameTime);
                    break;
                case Screen.GameMode:
                    if (gameMode != null)
                         gameMode.Update(gameTime);
                    break; 
            }
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);

            // TODO: Add your drawing code here


            SpriteBatch.Begin();

            switch (activeScreen)
            {
                case Screen.StartScreen:
                    if (startScreen != null)
                        startScreen.Draw(gameTime);
                    break;
                case Screen.GameMode:
                     if (gameMode != null)
                         gameMode.Draw(SpriteBatch);
                     break; 
            }
            base.Draw(gameTime);
            SpriteBatch.End();
        }
        public void startGameMode()
        {
            gameMode = new GameMode(this);
            activeScreen = Screen.GameMode;
            startScreen = null;
        }
    }
}
